imagine if the editor was ported to the DS too... :whoa:He said on the old forum that he wouldn't do that. :/
this looks great. cant wait.I ate. Bless this plate! That rhymes. X)
is it possible to actually just port KS to the DS? :huh:
(kinda sorta offtopic) I know this [probly] won't ever be published, but I thought up some KSDS box art:
(Cool image)
One problem, though: the credits go off the edge... And I can't fix it, 'cause it's already a PNG and I [foolishly] got rid of all the source images... :oops:
(kinda sorta offtopic) I know this [probly] won't ever be published, but I thought up some KSDS box art:
(Cool image)
One problem, though: the credits go off the edge... And I can't fix it, 'cause it's already a PNG and I [foolishly] got rid of all the source images... :oops:
(Crawls out of his work hell)
Looks veeeery nice :D... if you don't mind, I'll adopt it as the "official" case for KSDS C).
(Goes back to work hell... sorry guys for having no updates...)
Licensed by Nintendo? What is this, Night Game?Ohh he went there, he went there X)
ooh I went there
ooh I went there
I was making a joke! Don't be so fricken sensitive. Gahd.ooh I went there
Dont have freagin problems and be nice.
And it wouldnt get licensed by Nintendo if it will be for homebrew, right?
How do I play this on my DS? I thought it was going to be sold in the shops? :sad:
How?
It is a homebrew game, you will be able to play PC levels almost directly (just need to convert music to mp3 and raw), and it will be free (and playable using homebrew devices (http://www.joystiq.com/2008/05/24/ds-fanboys-week-of-homebrew)).
How do I play this on my DS? I thought it was going to be sold in the shops? :sad:No, since it's homebrew you'll need a homebrew device for your DS (Wiki list of devices (http://en.wikipedia.org/wiki/Nintendo_DS_storage_devices)). There're many options but as far as I'm aware some of the best and most popular are CycloDS Evolution (have this one myself) or R4. KSDS works perfectly fine with the CycloDS Evo device and algarcia mentioned that this is the case for the R4 too.
Some homebrew games out there: KSDS, (naturally) Warcraft Tower Defence, LemmingsDS, (this is great, really :D) Legion, Natura no Story, Take the Eggs, Glubies Planet DS, Brix DS, ( and my personal favorite: ) Lone Wolf DS - Flight from the Darkness - Fire on the Water | Other cool applications: Moonshell, Colors, UAPaint, Eigenmath, ComicBookDS, (Works better than you might think) ScummVM (yay for The Secret of Monkey Island) |
Interestingly enough, the first normal level I tried that actually worked (the rest crashed due to an apparent lack of world.ini, even when a world.ini was present) was Gaia. So I guess very large worlds aren't a problem at all.
Also, I did happen upon a small graphical anomaly, illustrated best with pictures:
(http://img.photobucket.com/albums/v190/BetaSword/1244289363.jpg)
Besides that, the only off things I've noticed are just small things in Juni's movement and collision detection. She appears to hover one pixel above the ground, and hits walls while facing right several pixels before the actual wall. This can also be seen while climbing walls facing right. Left seems to be ok, but may be off, too. Also, jumping could use a smoother arc, but is functionally fine. There also appear to be a few pixels in the running, walking, and jumping animations that aren't the correct transparency color.
Other than those small issues, this is shaping up to be absolutely FANTASTIC. It's really quite awesome how well Knytt Stories translates to the DS.
The only other thing I'd suggest adding is making one of the buttons switch between the mini-map and world map on the top screen. Other than that, I'd say it's good.
Stuff I noticed in the tutorial level:
...
Bugs in other levels:
...
Other stuff:
* Would be awesome if you could make the buttons in the menus react in some way when pressed or when moving the stylus over it
* I sure hope custom objects will be implemented at some point.
This is freaking awesome already XD
There are some things that could be better, but the fact of being able to play this on the DS is really nice. I dont know if the issues can or will be addressed anytime, but it would be great in order to enhace the playability. Some of them are: sound effects (you cant hear Juni walking or the sound that comes out when you wall on water) and the long time it takes to load from one scene to another (which fucks the whole game on games like skyflower where you need it to be fast).
I think the Item Bar on the top screen should have a dark background and the level name too, with a sans serif font, but that's on my own personal opinion. I know this is an alpha and im really glad Rodrigo made it this far.
some are "I don't have the source + Multimedia Fusion 2 so the game cannot be 1:1".hmm, not that I know anything about this, but the source is open (C)) by now and a "lot" of people here do have mmf2, so I wouldn't think it to be impossible to get someone to work with/help you concerning that part. Or something?
Quote from: rrc2softsome are "I don't have the source + Multimedia Fusion 2 so the game cannot be 1:1".hmm, not that I know anything about this, but the source is open (C)) by now and a "lot" of people here do have mmf2, so I wouldn't think it to be impossible to get someone to work with/help you concerning that part. Or something?
omg must buy a DS or a DSi.You need to get a homebrew one, as mentioned before.
rcc2soft, any animation can be easily exported to individual bitmap images. Anyone with MMF2 can give you those.
Okay, I tried to play The Storm's Coming on this, and it went fairly smoothly for a bit. But then I got to the lasers. Even if they were off they killed me. It says on the site that the lasers are supposed to be working properly. Is this a glitch specific to my level or something?
This is Brilliant! <3 8)
i could play all the levels i wanted except for the great race because it ran out of ram in the cutscene :sick: that can be fixed by removing that cutsscene so no problem.
i just got a little annoyed at the glitched lasers.
also in knytt garden there is a screen that if you try to go to the game freezes. its the one next to the one with the cannon.
Great work!!!!!! <3 <3 <3
Hmm. I haven't had that one... yet :huh:
Hmm. I haven't had that one... yet :huh:
And which ones did you had (and where)? Every JSOD contain clues about the error that caused the crash, and I can try to replicate the error and obliterate it :P2 .
Oh, and yeah, RAM is a problem. A big one, in fact. The random numbers of the JSOD precisely indicate the used/free RAM, and the *start* button shows the debug values, and one of those is RAM.
KSDS Internal Error
[E05]No World.ini
/dsknytt/Worlds/LinghtningEagle - In the Growth
U:1080430 / F:1424408
Please reboot your DS
Is possible to try it on PC?You could try running it in the NO$GBA emulator.
but it needs dldi so it won't work on no$gba straight up.
If you jump and hold "down" Juni runs at walking pace/ walks at running pace.
If you jump and hold "down" Juni runs at walking pace/ walks at running pace.
Actually she walks without moving if you press and hold down when jumping :P kinda moonwalkish...
Is there an updated youtube video for this?
Is there an updated youtube video for this?
Nop, my bro (who doesn't live in the same city as me) has the DS lite, and videos only look good on the lite :huh:.
Is there an updated youtube video for this?
Nop, my bro (who doesn't live in the same city as me) has the DS lite, and videos only look good on the lite :huh:.
Emulator
Would be nice if you told me how to run this on an emulator. I have not seen a DS emulator which supports the DS file system.
Do people thint KSDS will work on a code freak?
I have some questions about KSDS. If I have R4 Ultra card. Can I play some levels that I download for examplefrom Knytt levels?
And did CO works in KSDS?
I found out recently that a lot/some of homebrew projects have a EFS version release (using this I believe? (http://nodadev.wordpress.com/nds-projects/efs-library/)), which is the whole game/application in one .nds file.
Would it be impossible for you to do such a compilation and release for those who's only got the emulator?
PS: Bank 15 finished, the first bank of KSDS with *all* its elements finished!!! C)pAwesome.
I found out recently that a lot/some of homebrew projects have a EFS version release (using this I believe? (http://nodadev.wordpress.com/nds-projects/efs-library/)), which is the whole game/application in one .nds file.
Would it be impossible for you to do such a compilation and release for those who's only got the emulator?
I think I tried it sometime during the development, but didn't work. Anyway, now I have a bit of more experience in the platform, so I'll add it to my TO-DO list ;)
PS: Bank 15 finished, the first bank of KSDS with *all* its elements finished!!! C)p
I found out recently that a lot/some of homebrew projects have a EFS version release (using this I believe? (http://nodadev.wordpress.com/nds-projects/efs-library/)), which is the whole game/application in one .nds file.
Would it be impossible for you to do such a compilation and release for those who's only got the emulator?
I think I tried it sometime during the development, but didn't work. Anyway, now I have a bit of more experience in the platform, so I'll add it to my TO-DO list ;)
PS: Bank 15 finished, the first bank of KSDS with *all* its elements finished!!! C)p
Very good! another bug.
If you use the disappear/appear blocks, the appearing and disappearing is a quite a bit of
any way, GOOD WORK!!!
It would probably be better if you mention the bank # and object #.
That way it's also easy to check their development status on the KSDS website. :O
EDIT: On another note: Could you (rrc2soft) reveal a little about when we might expect a new release? A BETA perhaps? :P2
Have you considered adding support for SLOT-2 RAM in KSDS? Not as a requirement for playing but maybe as an optional feature which could enhance the gaming experience somehow?
Additionally: Would Custom objects be possible with the SLOT-2 RAM?
I'm obsessed with this project of yours...
Italics are fun! But they're not from Italy!I'm obsessed with this project of yours...
Me to! XD
Also theirs two things I want to mention
1. You should fix how the locked doors work and add more objects, I found this problem in my own level "Ice Island"
2. Do you know any Org verbis to Raw converters?
The problem I had with the locked doors is in the styles 1 and 2.
1. I couldn't open them from the top or bottom so I couldn't finish the level.
2. This was a part where all four doors were on the same tile, when I opened one it made the other doors behind non solid, so it was not impossible afterall
I also encountered another glitch. When trying Temple of Azulan the level just cut off towards the desert.
Just finished trying it out, seems like it still has a long ways to go. One thing I noticed is that lasers are really broken. Whether it is on or off it always kills you.
I'll skip the technical explanation ;) , and say that every CO whose area is bigger than 64x64 (or bigger than 128x128, need to make some tests) won't be animated. Besides, any CO whose area is bigger than 128x128 won't be considered as an sprite, and there will be some small glitches.
I'll skip the technical explanation ;) , [...]
That must be from the limit: 16x32x64x128?
i didnt know that there was a 128?
i only know a bit of palib so there might be a workaround
maybe a ram pack could help fix some of these problems (gives me an excuse to get one :oops:)
btw with the 16x640 Thats awesome!! if i could do that then my games wouldnt have to be so grid based!
Nicklas also has some solid ideas and thinks Knytt Stories would be great for DSi or PSP. There's actually a Knytt Stories prototype homebrew by a fan and it's enough proof-of-concept that the game would work well on DSi.
Wouldn't it be kinda pointless for them to make their own DSi port when there's already a perfectly good one by you? Perhaps they'd license your code!
Yeah the climbing doesn't feel quite as intuitive as the PC version.
But, I have to say, the whole climbing thing just kills it.
Idea time!
Geting levels will need Wi-Fi connection.
Thanks. I feel that if this problem (or at least, I feel it is a problem) is corrected, that the smooth game play flow of the original Knytt Stories will succesfully be recreated on the DS. Combine this with some general improvements and polish, and I can see an amazing port come to life. Keep at it!
If you could fit the Wi-Fi in, you could make KS Online which everyone has been craving for ;)
I implemented a first approach to allow Juni to jump-climb, please check THIS (http://rodrigoroman.com/rrc2soft/files/KSDS_B2.zip) version with the TestNDS story of the beta.
(Also, this is just for testing the jumps, trying to play KSDS with this version = red JSOD :P2 )
Hey, I gave this a try, and it's a big step in the right direction. I don't have much time to write a detailed response, and I'll try to get back to you later. But I will say two things: [...]
I found climbing to be absolutely perfect now! C)
Juni still hovers a pixel from the wall though..
I found climbing to be absolutely perfect now! C)
Juni still hovers a pixel from the wall though..
Precisely, I am on it ;) . Expect it to be fixed :D
I just noticed: [WIP] is still in the topic title.
I think, but am not sure, that the water object also seems to be a pixel or two out of place. Can anyone verify?
I think, but am not sure, that the water object also seems to be a pixel or two out of place. Can anyone verify?As betasword already mentioned, all objects may be shifted, including liquids (and Juni).
[...]Note that I have compiled it with a new version of the underlying libraries, and it seems that it may not work on some cards. Feedback? :DThis still works on the CycloDS Evolution.
btw are you allowed to release the level? :P2
I'm glad that you've come that far with your project. :)
Sorry if it has been asked already, but is there any way to run this with an emulator? It relies on external files...
I can't find my DS. :/
EDIT:
tried the tutorial, and got a KSDS Internal Error:
see attachment
I GOT IT WORKING IN AN EMU!! WOOT!
To get it working (albeit slowly, probably mah CPU though), Download the iDeaS emulator. and the R4(DS) Revoloution for DS dldipatch from chism. Then patch ksds with it. Open iDeaS, go into properties and find the DLDI dropdown menu select R4-Revoloution For DS. Run the rom. it should work
Anyway, the game seems to work great so far: I'm playing A Knytt in Time and there have been no problems so far (it takes a bit to load the first cutscene, at first I thought it froze).
I'd like to know what the game does in case there isn't enough space for the optimization files on the card: I skimmed the code, but couldn't figure it out. Thanks in advance.
Nope, your test don't work in the slightest... or do I need to DLDI it?
I can edit them in the ini, but I dont know what values to replace it with
EDIT: I got some Flag/Warp issues with A Knytt in Time. Tomorrow I'll check whether it's a problem with the level itself or not.
Whenever you can, tell me the screens involved and the flags involved :) . I have till next friday to do bug-hunting! X)
It appears that the FlagWarp doesn't work, not even if you exit x1007y986 from the left and come back.
^ That's a very old version. You could try this one (http://www.emulator-zone.com/download.php/emulators/nds/ideas/ideas1032.7z), but I couldn't disable the debugger.1.0.3.2? That's the one I am running......
In screen x1007y985 you're supposed to take the Run Power-up and exit the room via Shift B, which will normally take you to x1007y986; however, in the latter screen there's a FlagWarp triggered by the Run Power-up (Power0), which should warp you to x1007y988. It appears that the FlagWarp doesn't work, not even if you exit x1007y986 from the left and come back.
I found another bug though, in the same level. Screen x1002y1003 has a glass tube (Bank 15 Object 24) which disappears as soon as you enter the room. I assume this happens because there's no switch in the room to open it, and I suppose this would apply to the horizontal glass tube as well (Object 23).
EDIT: there's also something wrong in screen x1000y971: both Shifts send you to screen x1000y953, but at different positions. From there you'd get Shifted again shortly, but on KSDS you'll get killed instantly. I don't really get it though, there's no kill tile, but maybe the wallswim conflicts with either the Sticky Object or the No Jump one.
...and here I realized that deep water DOES NOT KILL Juni X-P Thanks!
Everything FIXED (http://"rodrigoroman.com/rrc2soft/files/KSDS%20RC1a.zip") (kinda :P )
BTW, AA... thanks for these last-minutes tests! For you! :hiddenstar:
Unfortunately, Pumpkinbot, you might have a fake R4. My friend ordered an "R4" and I think his does the same thing. His also has a giant screw sticking out of the back.I don't think so. I figured out that my SD Card was a SDHC, which R4s can't use. Also, it's 8GB, and they only take 2GB SD Cards, for some odd reason...
Everything FIXED (http://"rodrigoroman.com/rrc2soft/files/KSDS%20RC1a.zip") (kinda :P )
BTW, AA... thanks for these last-minutes tests! For you! :hiddenstar:
I downloaded this and I'm trying to run it. But when I turn on my DS, it says "LOADING..." and it stays there. <_<
But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.This is a really good idea. I have other homebrew that have 'Data' folders in the root, so if you could rename it, it wouldn't be as confusing.
Invisible blocks are in both the tutorial and The Machine, aren't they? The ones that you see with the eye powerup? They don't appear as blue squares on the map.Edit: Also, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :P
I think this is a good idea. It takes way too long for me.Edit: Third, in the original Knytt Stories, Juni respawns rather quickly. I kinda like the new death animation and the fact that it's slower, but, on some levels, like TrickJumps or levels that are hard to impossible, you might wanna speed up the spawn speed. Or have it be changeable in the options menu. :)
This.Edit: One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?
I'll test it out now and report back.Edit: AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.
:awsum:But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.This is a really good idea. I have other homebrew that have 'Data' folders in the root, so if you could rename it, it wouldn't be as confusing.
Those, yeah, but what about the black squares that disappear when you walk into them? Those don't, right?Invisible blocks are in both the tutorial and The Machine, aren't they? The ones that you see with the eye powerup? They don't appear as blue squares on the map.Edit: Also, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :P
:awsum:I think this is a good idea. It takes way too long for me.Edit: Third, in the original Knytt Stories, Juni respawns rather quickly. I kinda like the new death animation and the fact that it's slower, but, on some levels, like TrickJumps or levels that are hard to impossible, you might wanna speed up the spawn speed. Or have it be changeable in the options menu. :)
This what? This love has taken it's toll? On me?This.Edit: One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?
Good. I haven't actually beaten AUA. Evar. D:I'll test it out now and report back.Edit: AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.
But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.
Also, a few aesthetics: first, Juni's icon on the map is too far to the right. (Look at it when you're climbing on a left wall and again on a right wall.) I'd suggest shifting it to the left about two pixels.
Also, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :P
Third, in the original Knytt Stories, Juni respawns rather quickly. I kinda like the new death animation and the fact that it's slower, but, on some levels, like TrickJumps or levels that are hard to impossible, you might wanna speed up the spawn speed. Or have it be changeable in the options menu. :)
Other than that, you win a :hiddenstar:. Though I know you got lots already from this. :awsum: Now if only if someone could port the level editor...:shifty:
Juni can also moonwalk. ._. Jump, and, in midair, hold down or up. If you keep holding down (or up) when she lands, she'll play her walking animation while still.
Adding on to this, if you hold right or left and then slide to up or down, Juni will continue in that direction and the camera won't follow until you release.
One last thing: I miss the ctrl+R and ctrl+S. D: (And I, too, have encountered the ledge-double-jump glitch.)
I lied. One last last thing: When Juni pressed down to save on a save spot that's a few tiles above the ground, the screen will move down because of the camera. :(
One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?
I beat The Machine on KSDS, so I tried to install Sky Flower, Gustav's Daughter, A Strange Dream, An Underwater Adventure, and This Level Is Unfinished, and I even converted all the songs by hand (...), but whenever I try to play the game freezes. :U HALPI found the actual ASD expansion pack on the stack, so I guess it's solved (though I don't have Gustav's Daughter), but still, how do I install other levels? AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.
Well, lookie that. Problem solved. :DBut might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.Actually, the full folder is data/dsknytt. That was an old convention when people suggested to store all the data of homebrew games/apps in subfolders inside the data folder. Anyway, issue stored.
Awesome. Also, I think its a pixel too low, too. :/Also, a few aesthetics: first, Juni's icon on the map is too far to the right. (Look at it when you're climbing on a left wall and again on a right wall.) I'd suggest shifting it to the left about two pixels.Will try my best.
Actually, I don't think it does 'cause (most) stationary objects don't do that. :PAlso, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :PWill check it.
Other than that, you win a :hiddenstar:. Though I know you got lots already from this. :awsum: Now if only if someone could port the level editor...:shifty:
:nuts:Juni can also moonwalk. ._. Jump, and, in midair, hold down or up. If you keep holding down (or up) when she lands, she'll play her walking animation while still.
Adding on to this, if you hold right or left and then slide to up or down, Juni will continue in that direction and the camera won't follow until you release.
OK, but I like a moonwalking Juni X-P
Ooh! I know! The start button isn't used! We can make a start menu that has "Return to Game", "Respawn", and "Mute/Unmute Music". :DOne last thing: I miss the ctrl+R and ctrl+S. D: (And I, too, have encountered the ledge-double-jump glitch.)
Ufff... difficult, because it wasn't trivial to allow the player quit the game OR respawn with the "select" button. Will try to think on something
Actually, this application, Ogg Demo (http://nintendo-ds.dcemu.co.uk/oggdemo.shtml) is a kind of decoder (dunno how fast it is or how reliable). Or, you could learn what exactly an ogg file is internally, and then make a script or something to tell KSDS what to do.One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?
Impossible. The DS cannot use OGG to play games (as far as I know :shifty:), and the conversion in the DS would be veeeeeeeery slow.
I'll try it. How do I deactivate the sound though? Just turn it off from he volume switch on my DS? Or...what?I beat The Machine on KSDS, so I tried to install Sky Flower, Gustav's Daughter, A Strange Dream, An Underwater Adventure, and This Level Is Unfinished, and I even converted all the songs by hand (...), but whenever I try to play the game freezes. :U HALPI found the actual ASD expansion pack on the stack, so I guess it's solved (though I don't have Gustav's Daughter), but still, how do I install other levels? AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.Hmmm... it works in my card. Maybe is because the R4 is too slow... still, try to deactivate the sound, move to the next save spot, and activate the music again. Last time it happened to me something similar with a level (don't remember which one), and the trick worked.
Yeah, I was just saying somebody. What program did you make it in? I might try to learn enough to do that. :D
Ooh! I know! The start button isn't used! We can make a start menu that has "Return to Game", "Respawn", and "Mute/Unmute Music". :D
Actually, this application, Ogg Demo (http://nintendo-ds.dcemu.co.uk/oggdemo.shtml) is a kind of decoder (dunno how fast it is or how reliable). Or, you could learn what exactly an ogg file is internally, and then make a script or something to tell KSDS what to do.
...Can't you? I've never used script, so I dunno. x)
Touch screen is the screen you're editing, top screen is the stuff. You can flip between the two by pressing a button. To test, press start and it could save the game, close the level editor, and flip to the actual KS game, and, in the KSDS file itself, add a script: if leveleditor = true (add select menu "Return to Editor") or something. :PQuote from: PumpkinbotYeah, I was just saying somebody. What program did you make it in? I might try to learn enough to do that. :DI think it's not much an issue of programming it (I made the Java editor myself, it shouldn't be that hard to make one in C++), but rather fitting everything in the DS's small screen without making it unusable. Given the console's limited resources, it might be even impossible to test levels on the fly.
Oh, duh. Well, mebbeh select, then? And add an option for "Quit Game"?QuoteOoh! I know! The start button isn't used! We can make a start menu that has "Return to Game", "Respawn", and "Mute/Unmute Music". :DStart is used to toggle between screen and map view on the top screen. I miss Ctrl+R too, but I'd say well-designed levels shouldn't really need them: I'd rather have a pause button instead, closing the DS isn't practical for action levels.
Aww...Well, to be nice in my future games, I'm gonna include a .mp3 download of each song in the topic for the game. :awsum:QuoteActually, this application, Ogg Demo (http://nintendo-ds.dcemu.co.uk/oggdemo.shtml) is a kind of decoder (dunno how fast it is or how reliable). Or, you could learn what exactly an ogg file is internally, and then make a script or something to tell KSDS what to do.The main reason OGG isn't used on DS is that it takes more processing power to decode compared to MP3, or at least that's what I read. KSDS might not have enough CPU to spare. Regarding that Ogg Demo, I suppose you'd have to downsample the audio files first.
...Can't you? I've never used script, so I dunno. x)
[Map Color]
Color=blue
Screens=1000,1000
1001,1000
1002,1000
Color=red
Screens=1000,1001
1000,1002
...etc, so we could have colored maps. This would be great for a level I'm kinda making now, where it's split into multiple areas, similar to TMG. :]But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.
Actually, the full folder is data/dsknytt. That was an old convention when people suggested to store all the data of homebrew games/apps in subfolders inside the data folder. Anyway, issue stored.
Hi rrc2soft,
thank you very much for this awesome remake. I didnīt know anything about the original game. (so also some thanks go to Nifflas and company)
Only had a few freezes while having played for way more than 10 hours, thank god there are always enough savepoints around. (can only confirm freezes on Gaia 1.5 right now [unripped maps, all sounds within sizelimit], about the other freezes, I donīt remember. But they mostly happened when entering the first screen to the left of a new story.)
How does uncompressing maps affect the gameplay?
- Does it load faster between screens?
and or
-Is it running more stable?
-Is there a way to save the setting of the options in an .ini-file or something? (when playing bigger stories like Gaia I always have to go to the options, to deactivate "uncompress maps", or wait once for about 4 hours :-))
am I right in my assumption, that the uncompressed maps/stories are stored in the "_RAW"-folder? (sooo, can I delete the particular content of this folder after having played through a specific story?)
I ate a mushroom and now I feel sTrAnGe SPOILER:
Spoiler: (click to show/hide)
Iīm going back to play Knytt Stories DS now..., for the next couple of years.
THX for the effort and endurance man, you are awesome.
Ive been trying a few times and have been reading the walkthrough and asking for directions to be able to get past the stage that you do to get the blue key, cant seem to get to the island becuase when I jump off and get as high as possible I get stopped by an invisible wall and end up falling into the water.
I am actually using the RccSoft port to the nintendo ds, the invisible wall isnt exactly so much an invisible wall but the edge of the map, when i glide I follow the map list to the right so instead of opening new blocks it just makes me slide down until I can reach the block below and continue my decent.
If you can reach the up-drafts you should make it to the Island, double jumping is not necessary. There's actually a lot of leeway as long as you hold the jump key, at least there is on the PC. I don't know what the problem is with the DS version then.
when I jump off I go right down wall down then it goes in a down right pattern that end up right after the water on the left with the porcupine and the no spiked animal in the little gap.
So gliding in KSDS gets closer than in the original, and Man18, AA and I end up falling into the water.
hopefully there is something that i or you can do about it ;)
Holding the jump key down is supposed to increase the jump height and width, increase acceleration in updrafts, and lengthen gliding distance. I wonder if some of these effects weren't implemented.
And the fact that I can't get any further on "A Knytt In Time". D:Holding the jump key down is supposed to increase the jump height and width, increase acceleration in updrafts, and lengthen gliding distance. I wonder if some of these effects weren't implemented.
That one is actually the source of certain problems ;) .
And the fact that I can't get any further on "A Knytt In Time". D:Holding the jump key down is supposed to increase the jump height and width, increase acceleration in updrafts, and lengthen gliding distance. I wonder if some of these effects weren't implemented.
That one is actually the source of certain problems ;) .
P.S: after looking at the code, I couldn't figure out what's wrong; it's probably a call to _ds_juni_change() with the 'reset' flag set (ds_juni.c, line 64), since any other function that resets ds_global_juni.inDblJump seems ok.
So, so thankful to this. Have a :hiddenstar:. I have no idea what they do but other people did it so why not.They do nothing. It's just for fun. C)
So, so thankful to this. Have a :hiddenstar:. I have no idea what they do but other people did it so why not.
However there really is one crucial feature that's definitely missing: a restart feature. I don't think the importance of it can be overstated. It's not a huge deal, no, but I use it on almost every level I play. I always want to explore as much as possible, to I usually try to go the "wrong" way when I come to a fork first. I think the best way to do it would be to move map switching to select, and to put a pause menu on start with Restart, Quit to Menu, and maybe something like Music On/Off.